Air talents

Bind air

Action: FullRequires: Aeromancer Level 1, Intelligence score of 2Description: You bind a portion of your consciousness to air, creating an elemental directly under your controlRange: 5 feetSpeed: InstantEffect: Using a portion of your ki, you create one medium sized air elementalCooldown: 12 rounds, once a daySpecial:

When you create an air elemental, for each 30 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)

Air elementals can manipulate their shape to pass through any opening which would permit normal air flow

With a Movement action, you direct your elemental, granting a movement action and Standard action. These may be used immediately, but not in the same segment. These actions expire at the end of the round

Darting flow

Action: SwiftRequires: Bind AirDescription: You cause your air elemental to churn and swirl, dodging attacksSpeed: InstantEffect: For the remainder of the round, attacks targeting your air elemental have a 1 in 6 chance to missCooldown: 12 roundsSpecial: Applies to one air elemental. For each potential attack against your air elemental when Darting flow is active, roll the miss chance before determining the normal outcome of an attackTalent Point Improvements:
□□□ Increase the miss chance by 1. Maximum miss chance is 3 in 6
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Redirect

Action: SwiftRequires: Swirling Winds, Intelligence score of 4Description: Your air elementals can redirect attacks that pass through themEffect: When an attack passes directly through one of your air elementals, you may spend a swift action to redirect the attackCooldown: 6 roundsSpecial: Even if the cooldown is removed, this ability may only be used once per elemental, per roundTalent Point Improvements:
□ Reduce the cooldown by 1 round

Rushing wind

Action: PassiveRequires: Bind AirDescription: Your air elementals move with a swirling swiftnessEffect: Your air elementals' base movement speed increases to 35 feetSpecial: Applies to all your air elementals. wWhen moving, your air elementals can change direction at any time, regardless of the normal restrictions on movementTalent Point Improvements:
□□ Increase the base movement speed by 5 feet. Maximum speed is 50 feet

Sweeping push

Action: SwiftRequires: Rushing WindDescription: You are able to direct your air elemental to attack with rushing blade of airRange: SelfEffect: You direct your air elemental to release a sweeping push of rushing air. Creatures in 15 foot, 60° cone are pushed back 15 feetCooldown: 12 roundsSpecial: Applies to one air elemental. You may shorten the arc of the cone as desiredTalent Point Improvements:
□□□ Increase the arc from 60° to 120°
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Swirling winds

Action: PassiveRequires: Bind Air, Intelligence score of 3Description: You improve your mastery when controlling air elementalsEffect: You can create and control a second air elementalSpecial: Your air elementals permanently gain +5 movement speed. This talent does not increase the maximum number of elementals you can bind simultaneouslyTalent Point Improvements:
□□□ Increase the range of your air elementals' attacks by 5 feet. Maxiumum increase is 5 feet

Wall of dust

Action: SwiftRequires: Darting FlowDescription: You direct your air elemental to stir up a wall of dust and debris, obscuring sightEffect: Your elemental creates a wall of dust 15 feet wide and 5 feet thick, providing two levels of concealment and lasting for 1 roundCooldown: 6 roundsSpecial: The wall of dust must be perpendicular to the air elemental, and orginate from within the range of their normal attacksTalent Point Improvements:
□□□ Increase the range of your air elementals' attacks by 5 feet. Maxiumum increase is 5 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round

Fire talents

Bind fire

Action: FullRequires: Pyromancer Level 1, Intelligence score of 3Description: You bind a portion of your consciousness to create an elemental directly under your controlRange: 5 feetSpeed: InstantEffect: Using a portion of your ki, you create one medium sized fire elementalCooldown: 12 rounds, once a daySpecial:

When you create a fire elemental, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)

Fire elementals can manipulate their shape to pass through tight spaces no less than 6 inches wide.

As a Move action, you grant a Move action and Standard action to your elemental. The actions may be used immediately, but not in the same segment. The actions expire at the end of the round

Talent improvements that change the base elemental stat block do not stack with other sources

Backdraft

Action: SwiftRequires: Bind FireDescription: You cause one of your fire elementals to erupt with fiery cone of damageSpeed: InstantEffect: Your fire elemental makes an attack that effects all creatures within a 15 foot, 60° coneCooldown: 12 roundsSpecial: This attack uses the elemental's normal attack statsTalent Point Improvements:
□□□ Extend the angle of the cone to 120°
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Blaze

Action: SwiftRequires: BackdraftDescription: You cause one of your fire elementals to explode in a fiery blastSpeed: InstantEffect: Your fire elemental makes an attack that effects all creatures within 10 feetCooldown: 12 roundsSpecial: This attack uses the elemental's normal attack stats, does 2d6 bonus damage, and applies to all targets within the range. Minimum blast range is 10 feet. The explosion destroys the elementalTalent Point Improvements:
□□□ Extend the maximum range of the explosion to 15 feet
□□□ Increase the bonus damage by 2d6. Maximum bonus damage is 6d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Collateral damage

Action: PassiveRequires: Whirling Flames, Intelligence score of 5Description: Your fire elementals' attacks also damage any creature adjacent to their targetSpeed: InstantEffect: All basic attacks made by your fire elementals will also damage any creature that is adjacent to the fire elemental's targetCooldown: 12 roundsSpecial: This ability affects all attacks made by your fire elementals and cannot be applied selectivelyTalent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 1 round

Engulf

Action: SwiftRequires: Bind FireDescription: You direct one of your fire elementals to engulf a target in flameEffect: Your fire elemental makes an attack that attempts to move up to 10 feet into the same space as your target. If successful, the elemental surrounds the target and deals normal damage every round until the target leaves the hex. If unsuccessful, the elemental stops short of moving into the target's hexCooldown: 12 roundsSpecial: This attack uses the elemental's normal attack statsTalent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Whirling flames

Action: PassiveRequires: Bind Fire, Intelligence score of 4Description: You improve your mastery when controlling fire elementalsEffect: You can create and control a second fire elementalSpecial: Your fire elementals permanently gain +1d6 damage. This talent does not increase the maximum number of elementals you can bind simultaneouslyTalent Point Improvements:
□□□ Increase the damage of your fire elementals' attacks by 1d6. Maximum increase is 1d6

Earth talents

Bind earth

Action: FullRequires: Petramancer Level 1, Intelligence score of 3Description: You bind a portion of your consciousness to earth, creating an elemental directly under your controlRange: 5 feetSpeed: InstantEffect: Using a portion of your ki, you create a medium sized elemental of earthCooldown: 12 rounds, once a daySpecial:

When you create an earth elemental, for each 20 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)

As a Move action, you grant a Move action and Standard action to your elemental. The actions may be used immediately, but not in the same segment. The actions expire at the end of the round

Talent improvements that change the base elemental stat block do not stack with other sources

Churning earth

Action: PassiveRequires: Bind Earth, Intelligence score of 4Description: You improve your mastery when controlling earth elementalsEffect: You can create and control a second earth elementalSpecial: Your earth elementals permanently gain 3d6 hit points. This talent does not increase the maximum number of elementals you can bind simultaneouslyTalent Point Improvements:
□□□ Increase the hit points of your earth elementals by 3d6. Maximum increase is 3d6

Heavy-handed

Action: PassiveRequires: Bind EarthDescription: Your earth elementals hit like trucksEffect: Every earth elemental attack knocks back the target, even if the attack is unsuccessfulSpecial: The slab is permanent and has hit points equal to the elemental's damage formulaTalent Point Improvements:
□□□ Increase knockback by 5 feet. Maximum knockback is 15 feet

Shatter

Action: SwiftRequires: Heavy-HandedDescription: You cause one or more of your earth elementals to explode in a flurry of flying rockSpeed: InstantEffect: Your earth elemental makes an attack that effects all creatures within 10 feetCooldown: 12 roundsSpecial: This attack uses the elemental's normal attack stats, does 2d6 bonus damage, and applies to all targets within the range. Minimum blast range is 10 feet. The explosion destroys the elementalTalent Point Improvements:
□□□ Extend the maximum range of the explosion to 15 feet
□□□ Increase the bonus damage by 2d6. Maximum bonus damage is 6d6
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Water talents

Bind water

Action: FullRequires: Hydromancer Level 1, Intelligence score of 3Description: You bind a portion of your consciousness to water, creating an elemental directly under your controlRange: 5 feetSpeed: InstantEffect: Using a portion of your ki, you create a medium sized water elementalCooldown: 12 rounds, once a daySpecial:

When you create a water elemental, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)

Water elementals can manipulate their shape to pass through tight spaces no less than 2 inches wide, but do so at half their normal speed

As a Move action, you grant a Move action and Standard action to your elemental. The actions may be used immediately, but not in the same segment. The actions expire at the end of the round

Talent improvements that change the base elemental stat block do not stack with other sources

Bubbling waters

Action: PassiveRequires: Bind Water, Intelligence score of 4Description: You improve your mastery when controlling water elementalsEffect: You can create and control a second water elementalSpecial: This talent does not increase the maximum number of elementals you can bind simultaneously. When creating a water elemental, you may choose between one of the following benefits:

Frost bloom

Action: SwiftRequires: Twisting flowDescription: With a surge of ki energy, you cause your elemental to emit spikes of ice in all directionsSpeed: 6HEffect: Damage is dealt to all creatures within 5 feet of your water elemental, using your elemental's base attackCooldown: 12 roundsTalent Point Improvements:
□□□ Extend the range of the attack 5 feet. Maximum range is 15 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Ice block

Action: SwiftRequires: Bubbling waters, Intelligence score of 5Description: You direct one of your water elementals to engulf, and then freeze, your targetEffect: Your water elemental makes an attack that attempts to move up to 10 feet into the same space as your target. If successful, the elemental surrounds the target and freezes the target in a block of ice, rendering them unable to move. If unsuccessful, the elemental stops short of moving into the target's hexCooldown: 12 roundsSpecial: This attack uses the elemental's normal attack statsTalent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Recovery

Action: SwiftRequires: Bind WaterDescription: Allies can touch your water elementals to receive healingSpeed: InstantEffect: As a free action on their turn, a creature may touch one of your water elementals. This costs you a Swift action, and the creature receives healingHealing: Int x 2 + 6d6Cooldown: 12 roundsTalent Point Improvements:
□□□□□ □□□□□ Increase the dice bonus of the healing formula by 1d6. (Cost increases)
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Twisting flow

Action: SwiftRequires: Bind WaterDescription: You temporarily focus on boosting your elementals' speed, causing them to twist and dart, giving them advantage when performing maneuversSpeed: InstantEffect: For the remainder of the round, you elementals gain advantage when performing a maneuverCooldown: 12 roundsTalent Point Improvements:
□□ Extend the duration of the bonus by 1 segment. Maximum duration is 2 rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Clay talents

Clay golem

Action: PassiveRequires: Bind Water, Bind Earth, Intelligence score of 4Description: You can create a fusion of elementals, a golem that is both earth and waterEffect: You gain the ability to summon a clay golem, in place of an earth or water elementalCooldown: 12 rounds, once a daySpecial:

When you create a clay golem, for each 20 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)

Clay golems have all the qualities and abilities of your earth elementals and your water elementals

You may mix and match base stats from your water and earth elemental's stat blocks

You can never bind more than two elementals at one time, including golems

Deconstitution

Action: MoveRequires: Clay GolemDescription: Your golem temporarily turns into a puddle of mud, evading attacksEffect: Your clay golem splashes into a puddle of mud for one segment, automatically dodging all targeted attacksCooldown: 12 roundsSpecial: Does not protect from aoe effects such as Sphere. Reconstituting takes 1 segment in which the golem can take no other actionsTalent Point Improvements:
□□ Extend the duration of the deconstitution by 1 segment. Maximum duration is 2 rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Mud bath

Action: SwiftRequires: Clay Golem, RecoveryDescription: Your golem engulfs a creature, healing and protecting them for 2 segmentsEffect: Your golem moves up to 10 feet and engulfs a willing creature, healing themCooldown: 12 roundsSpecial: Attacks that hit the golem deal half of their damage to the golem and half to the engulfed creature. Uses the healing formula of Recovery (once)Talent Point Improvements:
□□ Extend the duration by 1 segment. Maximum duration is 2 rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Cloud talents

Cloud spirit

Action: PassiveRequires: Bind Air, Bind Water, Intelligence score of 4Description: You can create a fusion of elementals, a spirit that is both air and waterEffect: You gain the ability to summon a cloud spirit, in place of an air or water elementalCooldown: 12 rounds, once a daySpecial:

When you create a cloud spirit, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the spirit is dismissed or destroyed, restore the maximum hit points (not current hit points)

Storm spirits have all the qualities and abilities of your air elementals and your water elementals

You may mix and match base stats from your air and water elemental's stat blocks

You can never bind more than two elementals at one time, including spirits

Sky dragon

Action: MoveRequires: Cloud SpiritDescription: Your cloud spirit twists around a target creature, moving them up to 20 feetEffect: Your cloud spirit moves up to 10 feet and engulfs a willing creature, moving them 20 feetCooldown: 12 roundsSpecial: You may only move Medium sized creatures or smaller. This ability cannot be resisted, but can be blocked by a large enough physical obstacleTalent Point Improvements:
□□□ Extend the distance you may move a creature by 5 feet. Maximum is 40 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Lava talents

Lava golem

Action: PassiveRequires: Bind Fire, Bind Earth, Intelligence score of 4Description: You can create a fusion of elementals, a golem that is both fire and earthEffect: You gain the ability to summon a lava golem, in place of a fire or earth elementalCooldown: 12 rounds, once a daySpecial:

When you create a lava golem, for each 20 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the elemental is dismissed or destroyed, restore the maximum hit points (not current hit points)

Lava golems have all the qualities and abilities of your fire elementals and your earth elementals

You may mix and match base stats from your fire and earth elemental's stat blocks

You can never bind more than two elementals at one time, including golems

Flash point

Action: SwiftRequires: Lava GolemDescription: You direct your lava golem to emit volcanic gases, igniting them in a fiery blazeEffect: Your elemental emits two cones of gases, igniting them in the following segmentCooldown: 12 roundsSpecial: The cone is 60° and extends 15 feet. This attack uses the elemental's normal attack stats for damage. It is impossible to defend against this attack if you are in the area of effectTalent Point Improvements:
□□□ Increase the number of gaseous cones by 1. Maximum number cones is 4
□□ Extend the range of the cones to 20 feet
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Molten grip

Action: MoveRequires: Lava GolemDescription: You direct one of your lava golems to grasp a target, holding them in place and dealing damageEffect: Your lava golem moves up to 10 feet and attacks your target. If successful, the elemental grabs hold of the target, holding it in place for 2 segments and dealing damage. If unsuccessful, the elemental stops short of moving into the target's hexCooldown: 12 roundsSpecial: This attack uses the elemental's normal attack stats for hit and damage. This attack only deals damage onceTalent Point Improvements:
□□ Extend the duration by one segment. Maximum duration is 4 segments
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Storm talents

Storm spirit

Action: PassiveRequires: Bind Air, Bind Fire, Intelligence score of 4Description: You can create a fusion of elementals, a spirit that is both air and fireEffect: You gain the ability to summon a storm spirit, in place of an air or fire elementalCooldown: 12 rounds, once a daySpecial:

When you create a storm spirit, for each 25 hit points your character has, reduce your maximum and current hit point total by 1d6. Once the spirit is dismissed or destroyed, restore the maximum hit points (not current hit points)

Storm spirits have all the qualities and abilities of your air elementals and your fire elementals

You may mix and match base stats from your air and fire elemental's stat blocks

You can never bind more than two elementals at one time, including spirits

Discharge

Action: SwiftRequires: Storm SpiritDescription: You direct one of your cloud spirits to emit an impressive electrical dischargeEffect: Your storm spirit attacks with lightning in a bolt, cone, or spherical patternCooldown: 12 roundsSpecial: This attack uses the elemental's normal attack stats for damage and hit, with a 6d6 bonus to hit and damage

Line Attack: 5ft wide, 30 feet long

Cone Attack: 60° cone, 20 feet range

Sphere Attack: Up to 2 bolts strike targets within 10 feet

Talent Point Improvements:
□□ Extend the range of the line attack by 5 feet. Maximum range is 60 feet
□□□ Extend the angle of the cone attack to 120°
□□ Extend the range of the cone attack by 5 feet. Maximum range is 30 feet
□□□ Extend the range of the sphere attack by 5 feet. Maximum range is 20 feet
□□ Increase the number of bolts of the sphere attack by 1. Maximum number of bolts is 5
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Thunder

Action: SwiftRequires: Storm SpiritDescription: You direct one of your cloud spirits to emit a booming of thunderEffect: Your cloud spirit emits a thunderous shockwave that pushes creatures within 10 feet back 10 feet. It also damages creatures within 20 feet, and gives them the deafened condition for 1 roundCooldown: 12 roundsSpecial: This attack uses the elemental's normal attack stats for damage and hit. Only abilities that completely block sound waves may defend against this attackTalent Point Improvements:
□□ Extend the range of the pushback to 15 feet
□□ Extend the duration of the deafen by 1 segment. Maximum duration is 3 rounds
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

General talents

Soul siphon

Action: PassiveRequires: Intelligence score of 3Description: Your clarity of mind augments the creation of elementalsEffect: Your created elementals gain an additional 6d6 hit points. Summoning elementals is reduced from a Full action to a Standard actionSpecial: You may summon any two elementals at the same time at no additional costTalent Point Improvements:
□□□ □□□ Reduce the summoning cost to a Move action
□ Increase the dice bonus of the hit point bonus by 1d6. Maximum bonus is 12d6

Spirit bond

Action: PassiveRequires: Intelligence score of 5Description: Your mental acuity and training allow you to easily control your elementalsEffect: Reduce the action required to direct an elemental's basic actions to a Swift action, and you may direct both your elemental's basic actions with the same Swift actionNormal: Directing an elemental's actions requires a Move actionSpecial: This talent does not allow you to control both elementals with a talent

Surge

Action: SwiftRequires: Intelligence score of 3Description: You focus your mental energy on your bindings, giving your elementals a burst of speedEffect: You cause all elementals under your control to take the Dash actionCooldown: 12 roundsTalent Point Improvements:
□ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds

Symmetry

Action: PassiveRequires: Intelligence score of 6Description: Splitting your focus, you are able to direct both elementals at the same timeEffect: Talents that apply to a single elemental may be applied to both elementals